/* ** Command & Conquer Generals(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : W3DAssetManager * * * * $Archive:: $* * * * Original Author:: Hector Yee * * * * $Author:: $* * * * $Modtime:: $* * * * $Revision:: $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef W3DASSETMANAGER_H #define W3DASSETMANAGER_H #include "assetmgr.h" #include "Lib/BaseType.h" class Vector3; class VertexMaterialClass; class GrannyAnimManagerClass; class W3DAssetManager: public WW3DAssetManager { public: W3DAssetManager(void); virtual ~W3DAssetManager(void); virtual RenderObjClass * Create_Render_Obj(const char * name); // unique to W3DAssetManager virtual HAnimClass * Get_HAnim(const char * name); virtual bool Load_3D_Assets( const char * filename ); // This CANNOT be Bool, as it will not inherit properly if you make Bool == Int virtual TextureClass * Get_Texture( const char * filename, TextureClass::MipCountType mip_level_count=TextureClass::MIP_LEVELS_ALL, WW3DFormat texture_format=WW3D_FORMAT_UNKNOWN, bool allow_compression=true); //'Generals' customizations void Report_Used_Assets(void); void Report_Used_Prototypes (void); void Report_Used_Textures(void); void Report_Used_Font3DDatas( void ); void Report_Used_FontChars (void); virtual RenderObjClass * Create_Render_Obj(const char * name,float scale, const int color, const char *oldTexure=NULL, const char *newTexture=NULL); ///Swaps the specified textures in the render object prototype. int replacePrototypeTexture(RenderObjClass *robj, const char * oldname, const char * newname); private: void Make_Mesh_Unique(RenderObjClass *robj,Bool geometry, Bool colors); void Make_HLOD_Unique(RenderObjClass *robj,Bool geometry, Bool colors); void Make_Unique(RenderObjClass *robj,Bool geometry, Bool colors); //'Generals' customizations int Recolor_Asset(RenderObjClass *robj, const int color); int Recolor_Mesh(RenderObjClass *robj, const int color); int Recolor_HLOD(RenderObjClass *robj, const int color); void Recolor_Vertex_Material(VertexMaterialClass *vmat, const int color); void Make_Mesh_Unique(RenderObjClass *robj, Bool colors); void Make_HLOD_Unique(RenderObjClass *robj, Bool colors); TextureClass * Find_Texture(const char * name, const int color); TextureClass * Recolor_Texture(TextureClass *texture, const int color); TextureClass * Recolor_Texture_One_Time(TextureClass *texture, const int color); void Remap_Palette(SurfaceClass *surface, const int color, Bool doPaletteOnly, Bool useAlpha); int replaceAssetTexture(RenderObjClass *robj, TextureClass *oldTex, TextureClass *newTex); int replaceHLODTexture(RenderObjClass *robj, TextureClass *oldTex, TextureClass *newTex); int replaceMeshTexture(RenderObjClass *robj, TextureClass *oldTex, TextureClass *newTex); GrannyAnimManagerClass *m_GrannyAnimManager; //'E&B' customizations /* virtual RenderObjClass * Create_Render_Obj(const char * name, float scale, const Vector3 &hsv_shift); TextureClass * Get_Texture_With_HSV_Shift(const char * filename, const Vector3 &hsv_shift, TextureClass::MipCountType mip_level_count = TextureClass::MIP_LEVELS_ALL); void Recolor_Vertex_Material(VertexMaterialClass *vmat, const Vector3 &hsv_shift); void Recolor_Vertices(unsigned int *color, int count, const Vector3 &hsv_shift); void Recolor_Mesh(RenderObjClass *robj, const Vector3 &hsv_shift); TextureClass * Recolor_Texture(TextureClass *texture, const Vector3 &hsv_shift); TextureClass * Recolor_Texture_One_Time(TextureClass *texture, const Vector3 &hsv_shift); TextureClass * Find_Texture(const char * name, const Vector3 &hsv_shift); void Recolor_HLOD(RenderObjClass *robj, const Vector3 &hsv_shift); void Recolor_ParticleEmitter(RenderObjClass *robj, const Vector3 &hsv_shift); void Recolor_Asset(RenderObjClass *robj, const Vector3 &hsv_shift);*/ }; #endif